{"name":"Jace von Bartels","class":"Gremory","level":"13","background":"Acolyte","race":"Faerghus","alignment":"Neutral","proficiency_bonus":"","strength":"10","dexterity":"10","constitution":"12","intelligence":"18","wisdom":"14","charisma":"14","str_save":"0","dex_save":"2","con_save":"4","int_save":"4","wis_save":"6","cha_save":"2","hit_die":"8","total_hit_dice":"13","acrobatics":"0","animal_handling":"2","arcana":"6","athletics":"0","deception":"2","history":"6","insight":"5","intimidation":"2","investigation":"4","medicine":"2","nature":"8","perception":"5","performance":"2","persuasion":"2","religion":"8","sleight_of_hands":"0","stealth":"0","survival":"2","proficiencies":"WEAPONS: +2 with Swords, +3 with bows\r\n\r\nMAGIC: +5 with Holy Magic, +2 with Mage Magic and Dark Magic\r\n\r\nARMOR: Heavy, Light, Shields","armor_class":"16","hit_points":"81","initiative":"4","speed":"30ft","proficiences_and_languages":"","attacks":"Dancing Sword | [roll:1d20+5] | [roll:1d8+2]\r\n+1 Shortsword | [roll:1d20+3] | [roll:1d6+0]\r\nLamine's Bow | [roll:1d20+9] | [roll:1d8+6]\r\nSpell Attack | [roll:1d20+8] | Roll damage according to spell\r\nSacred Flame | [roll:Dexterity Saving Throw] | [roll:2d8]","spellcasting":"SPELL ATTACK: Int\/Wis\/Cha + Highest Magic Proficiency = +9\r\nSPELL SAVE DC: 8 + Spell Attack = 17\r\n\r\nSCHOOLS OF MAGIC: All Spells\r\nCANTRIPS KNOWN: 6\r\nSPELLS KNOWN: 15\r\n\r\nMETAMAGIC (13 Gregory Points per Long Rest)\r\nDistant Spell = When you cast a spell that has a range of 5 feet or greater, you can spend 1 Gregory Point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Gregory Point to make the range of the spell 30 feet. \r\n\r\nHeightened Spell = When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Gregory Points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\nQuickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 Gregory Points to change the casting time to 1 bonus action for this casting. \r\n\r\nCHRONURGY ARCANE TRADITION\r\nChronal Shift = You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest.\r\n\r\nTemporal Awareness = You can add your Intelligence modifier to your initiative rolls.\r\n\r\nMomentary Stasis = As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\nArcane Abeyance = When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can't do so again until you finish a short or long rest.","equipment":"ARMOR: Magical Gloucester Armor (light, 14+dex), Cloak of Displacement, Spellguard Shield\r\n\r\nWEAPONS: Dancing Sword, +1 Shortsword, Lamine's Bow","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"MAJOR CREST OF LAMINE: Anytime you cast a healing or support spell of level 1 or higher, roll a D20. If you roll a natural 16 or higher, you regain the spell slot you used to cast your spell.\r\n\r\nSPELL SNIPER (feat): Doubles spell range. Melee spells get 30ft range.","total_spell_slots_1":"4","total_spell_slots_2":"3","total_spell_slots_3":"3","total_spell_slots_4":"3","total_spell_slots_5":"2","total_spell_slots_6":"2","total_spell_slots_7":"2","total_spell_slots_8":"1","total_spell_slots_9":"","arms_and_equipment":"162304, 275548, 476547","class_features":"151858","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"448164","world":"a4e8bace-1288-4525-9379-d968948f6fb7","folder":""}